Jump to content

SneakyErvin

PC Member
  • Posts

    15,069
  • Joined

  • Last visited

Everything posted by SneakyErvin

  1. That would be cool. Would give us a reason to shift frames based on the nightmare modifier and so on. Hmmm... thoughts about a Path of Exile Atlas system in WF intensifies.
  2. Yes please, more Eximus versions. And while they are at it, can we please have Steel Eximus Stronghold Path? Energy orbs, everywhere! edit: Or does Eximus Steel Stronghold Path sound better? Steel Stronghold Eximus Path? Eximus Path Stronghold Steel? Eximus Path Steel Stronghold? Path Eximus Stronghold Steel? That last one sounded like some crazy japanese TV game show.
  3. That has nothing to do with P2W though, since we are talking about win conditions versus NPCs. If you think you can apply P2W to winning over NPCs then you just covered every game ever made since you effectively buy all games in order to win over some form of NPCs and there is nothing they can do about it in the end, this would include single player games since you just removed the "advantage over other players" from it. So this is something that only applies when it is player versus player power (no not PvP as such), and is applied to PvE when the PvE is competative, like being able to grab farm spots, or bulldoze through a quest while someone else needs to wait for their turn. We cant do any of those things in WF. So there is no objective advantage to be had over another player by paying for anything, since the advantage is very subjective as is the win for the player. I win by playing the game and enjoying it while I farm, someone else wins by getting the items by paying so he doesnt have to do the content. That is paying for conveniance, skipping or advancing and different from each player. Unlike BDO or ArchAge, where I did not enjoy the farm since I knew someone was more competative than me due to paying real cash for items. The farms or more appropriately grinds in those games were chores in order to keep up with the paying joneses, to have even the slightest chance if I wanted to farm the same areas or defend myself incase I was attacked. Thoughts that never once have crossed my mind in WF since there has been no need since whatever another player does, it doesnt affect me the slightest in a negative way. Just as they were never present in WoW either, since if I was behind it was due to me slacking, not someone else paying to get a competative power advantage over me. So if I lost a farm spot or got ganked it was a simply issue of "git gud!". Now if actual power through payment was added to WoW it would have been P2W due to the competative nature of faction based PvP on a daily basis aswell as personal loot and monster tagging even among your own faction. No reason to use the word new in that case. Since the game is 10 years old, so even the power between old players can fluctuate greatly. More so due to the game not being linear and we set our own goals and priorities. And since they win, it isnt P2W, since another players is at that point not at an advantage over another, but instead help the other out no matter where he obtained that power from. P2S, P2A, PFC and so on yes, P2W no. You apply the win to the wrong part of the game though, since you apply it to the individual NPCs and not between players. Between players you've acknowledged that everyone wins together, so not really sure how you can keep arguing WF is P2W when there is no advantage over other players. Hence why I use the old folks reference for "win" in games, which is not the win P2W refers to. The problem is that you disagree with the references/definitions you yourself linked in this thread. Advantage over players, significant, large and so on are key points of those references. You've agreed that we "win" together, so where is the advantage over another player in that case? And where are the concrete and objective advantages a paying player has over someone that doesnt pay? In order for it to be P2W it needs to be an objective advantage for everyone, but it isnt, since we all play WF the way that is advantageous to use personally, playing or skipping content as we want, meaning what might be a win to some is an effective loss to others if they pay for it, since it removes activities, it removes part of your pass time activity, hobby. Just as with wargaming. Some might see it as a massive advantage to hire another to paint their armies, but for someone else it would be an utter and total disadvantage even if they cant make the time to have it all painted and ready for a tournament, since part of the hobby is painting, converting and personalizing your army.
  4. Those two skills when combined kill pretty well without strength investments and worked well before the augment was available, which was a long freakin time. What needs fixing with Styanax? He's a very powerful frame. Also I dont think you really get what I'm talking about, since this doesnt really have anything to do with varying power between frames, this is about nearly identical skills following different rules and limitations when there is no reason. What you talk about are different kits with different upkeep costs tied to their mechanics. No idea why you even brought that up here. You are also back at comparing Xaku and Dagath, and again call out Dagath while acting as Xaku can use is 2 "veeeeery long" while completely disregarding that this also requires constant upkeep of another second skill. Which is what you complain about regarding Dagath for some reason. Not to mention that Xaku's 2 deals horribly with enemies without strip unless all you play is regular star chart. Not to mention it needs to get used several times over in practically all non-endless missions to do just about anything. What is with the odd Dagath hate and bias towards Xaku? Nope. Augmented reality doesnt change reality, it only strengthens the way we observe it, but reality itself doesnt change. Augmented reality can for instance add monsters, remove a wall or make a staircase disappear, or just improve how we observe something. The monsters are still not reality, the wall is still there and if you rely on the augmented reality you will very likely fall down the stairs and break parts of your body and in a worst case scenario die. And the wall you might have observed as green, new and fresh in the augmented reality still looks like S#&$e in reality. But they are named augments by DE, so unless DE suddenly goes out there and says "this is what WE mean with augment" then we should assume it is augment in the defined sense they refer to i.e something that strengthens, which is exactly what they do. What you are actually talking about in games already has a name, it is called a "morph" or "mutator". Example, you have a scythe as a necromancer, it provides you with a melee attack move, you then change a perk or talent skill for it and it is now a ranged attack, you just morphed the skill, you didnt augment it since you changed the behavior but didnt positively make it stronger. And augment on the other hand would be adding a damage type, increasing the damage in general, the range of it, add a life steal, improved attack speed or more uses before it goes on CD (if it has a CD). We also dont have augments that just improve the strength of a skill like any other mod, we have augments that add strength to the skill while also providing something else that a mod of another kind wont do. Like Plunder for Hydroid, which adds the equal of 50% strength to the skill and also gives it the ability to heal. Or Mesmer Skin augment for Rev, which adds 50% strength to the skill and also allows him to support groups. Both examples effectively making the skills stronger. If we go by your criteria for what an actual augment is (something that changes what you do) we barely have any. We really only have uhm 2, Nyx and Atlas in that case since they change how you play when the skills are used with their augments. Yareli as you mentioned wouldnt count, since it is still the same, you just have a discharge you can use just as with Nezha, but it doesnt actually change how it is used since you still need to deal damage with it. And if you didnt do that previously I'm not sure why you activated Aquablades at all, since that is all it does. Grendels augment doesnt count either, since it also just strengthens the skill by adding an additional movement option on it. The gameplay is still effectively the same. Xaku follows the same logic, since your skills simply get stronger, you are promoted to use all 3 toggle parts of the skill. But the intent of using all 3 was there from the start since they all do something different, the augment doesnt add that change. So your idea of "augment" applies to nearly none of the augment mods out there. So even if we include those mods you mentioned, we dont even have 5% of the augments being "augments" according to you. With common logic that would mean you are very likely wrong in your opinion of what is classed as augments.
  5. Building fully for Day works far better for the purpose that the Day form was made just as Night works far better if built for the purpose it was mde. Energy Transfer on my Day focused Enox does practically nothing, since due to having built for Day the Night versions of the skills will bring little benefit when used. So there is very little reason to switch in the first place. I've practically dumped both strength and duration since neither stat is really needed for Day, but if you go for Night both are useful stats. And if I feel a need for more survival, which Night brings, I might aswell just replace skill #1 with a mapwide Gloom with little impact on gameflow due to negative strength, or use Silence to shut down nullifiers eximus. Or I can go with a Nourish that spreads viral through walls to further boost the discharge damage on Day #4.
  6. Yeah I have a hard time standing Eclipse due to the mechanics of it. Even if it is a massive weapon damage buff I rather just use Roar since you know exactly how much of a buff you'll get. A baseline buff to both offense and defense would be a great way to solve it as suggested, with more time in light or dark increasing the two buffs. Would make it work similar to Vex at that point if it keeps the gained values upon recast. It's like those times when I sit down and feel like playing Mirage and I go "hmm I might aswell just pick Chroma" since they practically do the same and Chroma isnt random as a weapon buffer, and needs 10 kills (iirc) to cap the buff if you have combat discipline slotted.
  7. As with nearly all corrupted mods, it is so you can have more of it if you want for a higher cost and a slight negative. The exception is really just with crit mods, that were changed rather recently to being exclusive in a build.
  8. But it is subjective, since P2W refers to winning in relation to other players. What you talk about here is completing a game objective i.e being successful in the game and "winning" over the game. But that has nothing to do with P2W, since the advantage is over other players and having a higher chance winning over those that do not pay. But since we all work towards the same objective, whatever is payed for benefits all 4 players in a group. Just like in sports where you win through a group effort over someone else. And as I said, P2W is not a viable acronym to use for WF, since a new player cannot pay for power to reach the point of a veteran (paying one or not), which is something that would be an option if P2W was actually part of WF. Also, you clearly did refer to old versus new. So yeah, new versus old, since there is no reason to point out new if you dont imply the other has been part of the game longer. So that has nothing to do with paying or not whatsoever since that is simply part of GaaS gaming. Someone will be new, someone will be old and have much more power. Especially in a game where the Devs try to make everything accessible for everyone without level bands or progression based gates for the most part. Which in itself is a benefit to the newer players because they arent left with ghost town content that they might struggle to complete in a game with level bands and linear progression. So again, P2W isnt part of WF, since it is a group effort and everyone benefits from the stronger player in a group, since it helps everyone complete the objective or "win" as you so old-folksy call it. I honestly thought the word "win" in relation to PvE died with my 40's generation parents. "Did you and your friends win over Ragnaros tonight son?" "If you consider murder, arson and things that would make Mengele puke winning, then suuure.". And if you somehow think P2W refers to winning over NPCs by paying, then all games are P2W the moment they release an expansion, since you can now pay for power that was otherwise unavailable to you when struggling versus a vanilla enemy, thus you just payed to win over that enemy by buying the latest expansion. But that is not how it works, since it is all about the win state and advantage over other players. And even in a situation where we only look at player over player power advantages, buying Reaper of Souls for D3 would be P2W in your mind since you get access to more power through spending more money than someone that is sitting on vanilla only. And in that you also pretty much kill any meaning that the acronym has, since now you can apply it to pretty much everything that involves money and gameplay options. "I am become vague, destroyer of definitions" - Silligoose
  9. Greater, the Nephalem rifts just dont scale far enough since they are locked to whatever torment level the game has as its max, which is peanut levels very quickly. And yeah, out of all S#&$ that came with D3, which is practically everything, Greater Rifts really stood out as one of the few, or the only good things that came with D3. D3 Grifts, PoE mapping and Marvel Heroes Danger Room Chip system have so far been the most enjoyable "endless" game systems in any game. Challenging but also with options to find the right spot for you at your current progression, which results in them being both fun and rewarding at nearly all times and progress levels.
  10. The norse theme also reflects the Orowyrm, more so than a chinese or general asian dragon, since the Lindorm (Lindwyrm) of norse tales are also limbless dragons, they are also most often hostile evil beings, or signs of destruction, as opposed to the asian dragons that are nearly always good. And I'd argue that it would be perfect to add a male dragon to complete the Sigurd and Fafnir duo in WF. I mean, Chroma already comes with Gram (Prime).
  11. It likely wasnt available way back then. Remember that even exalted weapons didnt get their dedicated modding until fairly recently in comparison to when Enox was released. And it is how Enox should have been set up since like I said Energy Transfer does nothing for a dual playstyle if you actually want both forms to be effective since they rely on different modded stats, where some is an utter waste on one but not the other. And like you I dont consider Piercing Roar a bandaid since it adds to much beyond the bandaid part of it (being able to recast the skill while active). Yes, that is what a bandaid is. Augment of something does not imply it changes it, it just strengthens or increases it. Bandaid augments are still augments, because they augment the skill, however they are bandaids since they simply patch up a design flaw in the skill, something that could aswell have been part of the skill already or implemented to the skill instead of placing the effect on a mod. Like the recast part of Piercing Roar. What is the reasoning in having some skills that do the same as others while not being possible to recast during their active state? Why can I recast Nourish, Eclipse or Vex but not Roar? Which also makes me question why I can recast Mesmer Skin but not Elemental War or Nova's #1 etc. Sure the other effects of Piercing Roar are nice, but it would be nice to be able to recast the skill without the mod, since the mod also forces puncture procs, which makes it sync poorly with non-crit builds while using Laetum and similar. Those are not bandaids since they dont patch over something missing or broken in the skills, they simply improve them. They are just stronger/weaker augments. Also just regular augments, stronger/weaker in comparison to others. Granted Catapult could have been part of the base skill since it would just give more proper parkour interaction while in meatball form. And it isnt something that would impact a meatball playstyle negatively if forced as part of the skill mechanics. Which is why the Ash augments come off as bandaids, since the skills they are tied to are very weak at baseline or near unusable without the augments. Not that I imply this applies to all 4 skills and their augments, but to Shuriken and Teleport. But at the same time they likely got introduced to the game in a completely different era when the effects of say armor strip wasnt avaialble from several possible means for every single frame. And an era where the enemy levels were still laughably low, so spamming baseline shuriken could actually wipe out maps.
  12. Yeah I've wanted this since the release. For instance on my Revenant I want a build with Roar instead of Enthrall and one with Roar instead of Danse. Cant have that right now.
  13. Please make it a male frame if it is to be named Fafnir, since he was the son of Reidmar and brother to Regin and Utter. A shapeshifting dwarf at that. Frigg, Freya or Freja would work just as well even if neither of the two were dragons, since dragons are overall something deeply connected to norse culture overall. We were afterall once dragons of the north up here. Or if you really want the Fafnir connection, Fafndis or Fafnadis would fit better, since dis refers to a female deity or one of similar mystical otherwordly nature. As how women arent named Thor, but instead named Thordis over the more simple Thora. An ending with ynja would also work, as in Asar and Asynjor to describe the tribe of the asagods.
  14. We have few actual bandaids and I wouldnt class Energy Transfer as one, since the frame is designed around playing without it and Enox is not a weak frame by any means when "locked" to a single form. Energy Transfer is in reality quite a powerful mod since you suddenly have more than 4 skills at your disposal. Plus, playing both forms effectively doesnt really come down to Energy Transfer, since the two forms benefit from different modding, and can make use of different dump stats to improve them further. Hence why so many people have asked for seperate Night and Day modding in the first place. But then again I've seen people say the Mesmer Skin augment is a bandaid and mandatory aswell. And I'm looking and looking and looking at my Rev and go "say wut now?", since it does jack squat for Rev and I really dont want to force Meser Skin on other players, since it may actually #*!% up their modding and arcane choices severely. And it doesnt apply to most companions either, so not even really useful there. Then we have Wisp's mote augment that in essence is a 200% cast speed buff for that skill. Augments I find as bandaids are things like Piercing Roar, if it wasnt for the fact it also knocks down and applies max stacks of puncture to enemies. The bandaid part of the mod is that it allows you to recast Roar, which is a very nice addition for most skills, since it allows you to spend energy to rebuff at moments where it is less costly to you, or to make benefit of a conditional buff etc. Though even if the recast became baseline for Roar I'd very likely still use the augment in every build that uses Roar, since the other effects are very welcome, especially since the buffs to puncture that now makes it a mini-Avenger debuff. I'm sitting here thinking of some actual bandaid augments and I have a hard time to recall any. The closest I get is Ash, Shuriken and Teleport, since they are so lackluster on their own, or in the case of Teleport nearly unusable without the augment in most content, since everything is alerted 24/7 so teleporting in order to finish does nothing, since you cant engage in a finisher anyways. Shuriken does abyssmal damage and nothing else without the augment.
  15. WF needs the D3 system from rifts. You simply pick a level you are comfortable with and farm that. Granted in D3 the higher you get the more the rewards scale, but that wouldnt be needed in WF since it already doesnt scale between entry level SP and the level cap for instance, or between Earth and Kuva Fortress if we wanna look at normal things.
  16. You can skip it, but that means it will kill slower when left on its own as you go elsewhere. Which is what I often do, cover some doorways, go the other direction to kill something else and then run back to collect loot. The nice part having it with nourish is that everything is practically always at a state where you deal 2x damage to them, no matter if you open with barrage or not, since viral comes from practically everything you do or the enemy does to you or your companion, and you spread it on kill aswell if you use combat discipline. Though the personal spread range from my Hydroid isnt large since I dont use any range mods. For me the status chance doesnt matter, since I just place several circles instead, so with my avarage of 5 circles in an area it means 20 bombs dropping with alteast guaranteed application of viral and corrosive on anything they hit with the initial hit or explosion. I actually did double check one thing, with the augment turning into viral tempest, they gutted the 100% strength from the old augment. So I'm actually just sitting with +77% strength on my Barrage and not +177%. No idea if there is a sub or discord for theory crafting.
  17. Nourish doesnt require me to use a skill though, it is always there on the weapon together with Corrosive and all other damage types I want. It also turns companions into mobile viral spreading bombs. I utterly hate Xata since it too often ends up blocking headshot potential, especially when run on chain beam weapons. Roar is nice though. Thermal Sunder could be nice, but I already have cold on my weapon and I cant spare a mod slot on the augment anyway. My weapon however has a spare slot for either the cold I use or the electric I could use, both of which thermal sunder would add nothing to, since it would either turn into more cold, or blast killing the benefit of cold, or magnetic, killing the benefit of electric, or dilute the pool with blast damage together with the electric. I just couldnt find a use for his 2. I took him to a few SP Mot fissures to try how his TTL is versus the most hard hitting and durable modifiers we can face and during the hour+ I spent there per run he didnt go down once, or even get to a point where he was close to it. The combination between 90% DR, constant shield gate access, arcane blessing and healing on demand just made both him and my companion indestructable. And I had killed around 8000 enemies after 60 minutes. I've done quite a few Pluto SP survival fissures aswell and the outcome is roughly the same, with kills fluctuating more since some of the map layouts on the corpus ships end up as total S#&$ for spawns. Kills overall would probably be higher outside of fissures since there is no transformation time interuption on mobs.
  18. @Silligooseif you wanna continue the talk on P2W we can do so here. If you can keep on topic that is and not bring up unrelated discussions, and quote yourself when people decide to leave your of topic subjects out of their quotes. No need to start blasting PMs.
  19. 1. Since october 2017. Joined up because Marvel Heroes got shut down by Disney due to several things going on with the current CEO of Gazillion, the company that made Marvel Heroes. Reason I joined WF was because I heard good stuff about it from a former Marvel Heroes dev. He said it had great gameplay and was F2P done right, better done than their own game, which was already F2P done right together with Path of Exile at the time. And since he had done such amazing work on Marvel Heroes, WF was likely good since he enjoyed it immensly. And what can I say? He wasnt wrong. 2. The part that is my favorite is also my least favorite. People that go chicken little over changes, about how things become "unusable" after a "nerf" and so on. Makes me chuckle and facepalm at the same time, while reminding me of a friend I played D3 with. The guy went postal when Blizzard rebalanced attack speed in the game, claiming it was done to target him and people like him etc. And that his Monk all of a sudden was unplayable. Even though me aswell as another friend kept pushin the same content we did prior to the nerf on our Monk, content higher than what the raging postal lunatic friend could manage pre-nerf. 3. Very very hard question. The vast roster and no real need for a "main", much like how Marvel Heroes was set up with the uhm 70+ or whatever it was heroes. Some being better at certain activities but most can be built to do everything well. The difference in gameplay between many frames. Right now I circulate 10-ish, Lavos, Revenant, Hydroid, Dagath, Garuda, Protea, Khora, Atlast, Frost, Xaku, Citrine and Loki. The combat overall in the game is also a huge favorite, both melee and gunplay feels good and in general impactful. I also like how crafting is set up in the game. Coming from years and years of MMOs with manual crafting the foundry system in WF is a very nice approach since I dont have to waste hours upon hours of real life time crafting infront of the screen. I start a project and go do whatever in the game during the crafting process, or log off and sleep etc. Compared to just leveling professions in say ArchAge, where I could do nothing else in the game for hours as my character crafted. Or standing at a #*!%ing stove in Black Desert, or sitting at the forge in Dark Age of Camelot trying to get the % high enough on an item so the damage was viable. Heck, I've spent less of my life on this earth on crafting in WF since I started playing than I did in Star Wars Galaxies before being able to even play my Doctor/Swordsman. So to those that complain about WF crafting, you have no #*!%ing idea how good you have it! 4. In WF its hard to answer. Anything that increases the "challenge" while introducing new things to chase for sidegrades or upgrades. Places where our progress matter atleast a wee bit. It's just hard to create for a game that isnt linear in progression. But things like Eidolons, Arbitrations, SP and so on would class as endgame since they all offer you further progress and are more challenging than the content that was relevant prior to them. But what is endgame to some right now isnt endgame to others, since the relevance of the content isnt there anymore for some since they are done with it. And in certain cases it is a combination, like doing Eidolons to get a specific arcane and then some other content to get another. It just isnt as simple as in a linear game where endgame is the absolutely latest content and everything else is irrelevant.
  20. I'll be there soon-ish but I dont let it stack up. Since if I did Murphy, the gods, God, karma, the world, Satan, the universe, fate or whatever the #*!% you wanna call it would #*!% me over in some way so I'd have no opportunity to cash it in before the event ends. And since I dont trust people there is no reason I should trust anything else either.
  21. I dislike having to give up efficiency for strength. At that point I'd need to mod for a higher energy pool in return, and I prefer efficiency since it gives each orb pick up much more value and it also gives enemy energy drains less impact, since it is faster to get back to casting. Right now one orb equals 4 casts when I'm unbuffed. And since you can stack barrage in an area to multiply the damage several times over I rather go that route, since it ends up doing alot more damage. Plus more strength would require me to skip either Plunder or Barrage augment, which means the strength investment would be less worth it, since both of those already provide strength for the skills needed. And if I skip Plunder augment I'd lose a huge heal on demand that works for Hydroid and allies alike. And while I wouldnt say no to more duration, I dont really need it since I use plunder eitherway to heal my companion in endless. And for non endless I never really consider my skills since they are mostly not needed eitherway. And with how range interacts with plunder it was a stat I decided to skip, since it only increases explosion size, and in the few situations where I use tentacles I really dont want or need range. Right now my bild is. Plunder Aug, Barrage Aug, 3x Umbra, Primed Cont, Fleeting, Streamline, Combat Disc, PSF. 2 cast speed shards, 3 duration shards, which will likely end up with 1 cast speed tau and 4 duration tau in the end. Avenger+Blessing Arcanes, Gas+Cold Torid Incarnon, Contagion melee, Pure Heat Furis Incarnon with Augur Pact added for shield gating and a panzer with link armor+hp, +crit damage and +fire rate and the needed mods to reach those requirements. Unairu school and Nourish instead of Tidal Wave. And if you really wanna counter Corpus shields, just go Toxin, since it works verus everyone since you strip armor eitherways. Rad+Toxin probably since that would also give you a soft CC on your ranged weapons. I prefer Gas though on Hydroid since it just ends up being massive AoE. Though milage may vary depending on which weapon you wanna use.
  22. While true doesnt link only provide the DR versus targets that are linked though? Which isnt exactly many targets with the silly low link cap on link, nor does it guaranteed that the DR is active versus the target that it might actually be needed against, since some low damage trash mob might be the linked enemy instead.
  23. I never bother with them. I'm playing solo, so the thumper is like that wild cat of yours that tends to run like a maniac back and forth through your house/appartment, only a couple of times bigger. And since God King Revenant is my go to Plague Star frame I couldnt really care less what the Thumper is trying to do to me or anyone else.
  24. How many Barrage circles do you manage to keep active? In my own build I just spam the button in a couple of areas where enemies tend to come from, like doorways etc. Usually that results in 5-7 stacked circles per location when I'm done spamming, at a cost of 6.25 energy per circle. And that stacks up to alot of damage with "just" +177% strength from augment and 3x umbra. And due to how fast they are cast, aslong as you have 1 energy to shield option in your kit you can pretty much stop to lay down barrages wherever and whenever you want since you will always have the minimal shield gate saving you. If your ape crazy armor and health wont be enough.
  25. Yep that is something people should consider for groups since they dont have need for any other AW, and having one person in the air shouldnt screw over Hemo attack patterns leaving it without opening the mouths. I tried Amesha solo the previous PS even but got annoyed by the Hemo bugging and not opening mouths since I was in the air. Same reason I stopped using Titania back then aswell. Right now with Rev killing the Hemo takes me as much time as emptying the mag on my Boar Prime, reloading and them unloading half that mag on the head that is still left. The longest part of the last phase is currenly waiting for the Hemo to waddle down from the boil.
×
×
  • Create New...